The Return of the Thigh: Chun-Li SSF4 Thread

She just needs a new personal quote, is all. I opt for:

"My bird kick kicks all the boys out the yard
And they’re like
"Why you hit so hard?“
Damn right, I hit real hard
I can kick you,
But I have to charge”

You two need to post in all of the threads. Those posts made my day. :smiley:

I do a little Chunning, between my shoto spills. Besides online, my only competition is a pretty decent Cammy player. Just take what I have to say with a grain of salt, since I am by NO MEANS a great Chun player.

-As for quick fixes, if Chun’s EX SBK worked a little better, most of her problems would be null.
-She doesn’t do great damage, so either a damage boost or an HP boost would be nice. A lot of the time, when I lose, the opponent only had a little more health left. I think the low stamina just makes it where she can be “randomed out” at times. I mean, you can be wrecking Sagat, then eat one Tiger Uppercut, and see that he just did as much damage as you did to him through 2 or 3 combos…
-Move her b+mk command to something else. Neutral mk is one of her best AA options. It doesn’t do the most damage, but it’s fast and hits at a good angle. I hate having to give up my charge to use it. I hate when I forget that I’m holding back and accidentally do that b+mk. I’m not hating on her little target combo, just saying it would be nice if it was moved. Not necessary, but nice.
-df+lk would be nice if it had a use and a different command. Sometimes, when my df+hk is really ambiguous, I don’t know which way to hold, so I think I’m gonna cross up and hold db, but end up not going all the way over and holding df instead… That blows… Never really match destroying though.
Other than that, I love playing her. A lot of people I play against just don’t know what to do when she’s AAing them with every normal in the book. :stuck_out_tongue:

NINJA EDIT:
I saw a thread talking about adding a 2-3 frame buffer for inputting links… A lot of Chun’s beefier combos require one frame links… If they took that out, Chun would be pretty damn beastly. That’s actually pretty scary. I’m not familiar with many characters’ one frame links and all that. Do you guys think this is overall a plus for Chun? I know I’d like to be able to play like Nemo, but it would kinda seem lame if I had to have button buffer training wheels to do it…

double jump
and make hfb+k also an air move…

**Here is what I would like:

  1. Her stomp should be either DF or DB + MK. I know this is scrubby, but its too damn easy to whiff with the current D+MK input. There is no reason to make this input harder than Rufus’ dive kick.

  2. Ultra and Super juggles should WORK in the corner, no more falling out.**

db+mk is out of the question since she’ll lose her charge if she goes for a regular j.mk

This is a minor wish (meaning I wouldn’t care too much if it happens or not), but I would like to be able to focus cancel Tenkukyaku with one blue bar as opposed to needing two.

I forgot to mention the Ultra juggle in my huge/ useless post. Even though it is pretty cool when you space it just perfectly so it looks like they’re gonna fall, but that last kick pops em up anyway.

Maybe it could just be like Dictator and hook em so long as the first hit catches? I dunno…

Only buffs that are needed is to fix her ex.legs xx ultra to connect on all chars and give her back the kikosho. Make it into a regular Super that replaces her kick super… i have never understood why capcom gave her the same super twice on both the super and ultra. Also they need to already get rid of :df::lk:!!! I lost count how many times i lost a match because of that. I still don’t even know the point of that move till this day. Is there even any use for it? I’m beginning to think they put that there just to hinder the player if he messes up on something. Like misjudging on an attempted cross-up.

Wish-List that i know that will never be put in:

  1. Up-kick ST style, give her some sort of AA plz.
  2. FB no longer a charge… back to her A2 style
  3. Give her back her OG LOW FORWARD!!!

It actually has a few uses, but its problems FAR outweigh is very limited usefulness.

Charge partitioning? oh god the horror … the horror …

If you mean 3rd strike Style charge partitioning than you are INSANE.
Now slightly lowered charge times I can agree with however.

Her standing (neutral) MK. I’ve recently learned this can be used as a quick anti-air and been trying to use it. But thing is - Chun has to be in a completely neutral state in order to have this version of MK. She can’t move up/down/forward/backward. Basically you just leave the stick alone and then you get this version of standking MK. If you move around, you will get that half-assed kick that’s useless for just about anything instead.

I have absolutely no idea what the logic behind this design, Capcom? I mean, why do you give such a move to a charge character?

^I think everyone has that problem at first. I certainly did. But just like headstomps, spend a few matches attempting it even if it fails. You’ll get it. I say get rid of f+mk just because I can’t really find a good use for it personally. b+mk can punish stuff if they’re far away for more damage than a throw I guess.

I didn’t know charge partitioning was bad. I thought it was awesome when Alex dashed forward, then stomped on your ass…

:sweat:

Honestly for the most part I think she is fine. The only thing I would really change is her ultra would connect for the rest of the hits more consistently after the first hit being a juggle. Or if her alleged Kikkosho comes back and acts like Rufus’ current ultra then fine, I’ll use that instead.

(mid screen) b + mk, b + mk, d, u + mk, dash kikkosho FTW!

**Chunbelieveable: **Agreed. She’s pretty well rounded. All I’d ask for is a bit more vitality and the return of tenshoukyaku (aka “upkick”) w/o the need for it to be linked to a target combo. Though if Kikosho does officially come back, I’ll definitely settle for that. I can see it now: cr. jab, cr. lk, cr. lk, ex legs -> KIKOSHO!

p.s. tried playing with you the other day; but you must of been in the restroom because you were sitting idle.

^^ My bad, I might have been typing a message to someone too, I use my joystick to PM because I am too lazy to get my laptop and sometimes it takes a while. I am down to get my ass handed to me whenever you want.

For various reasons, win or lose I usually only play people one match unless it’s a game invite from a friend or someone from here who says they are from here. Make sure you send the game invite if you see me on :smile:

If Kikosho has vacuum properties, then that can be her juggle of choice. Hosenka can be strictly fireball punishing. It would be nice if Kikosho turns out to be a double qcf motion. :smiley:

This list is actually really really good!! Hope it will come true!

whatever happens… if she has kikosho and it doesnt do absolutely crap damage like gens kick super… i will be a happy mofo… i’m happy with how she plays right now…

mostly i’d like a further reaching cr.mk and an 11 frame fa… if that were all she got i’d be absolutely wrecking mofos…

oh yeah, more forward movement from her legs and ex legs would be nice as well.

man just cant wait for the word on her. keeping my fingers crossed for kikosho cause its been my favorite super in the entire sf series since i can remember… never did like her “kof” style kick super from st… shits just ugly… at least it got alot prettier in sf4.

-dime

@ Basara: Hosenka punishes Honda Heabutts and Blanka Balls real well to. Let alone punish other blocked our whiffed ultras. It would just be nice for her to be able to connect with it a little easier like Ryu can after a jab dp, Boxer after a headbutt or Rufus after I dunno… any fucking launch he has?

Oh I got it! Trust in this and Chun will be god tier… Ultra store like she had in ST/HDR.

Her super is also completely useless as far as I am concerned, I’d much rather keep the meter for EX SBK’s or Legs but maybe that’s just me.